Greetings people. Here is how I play the Necromancer. After much consideration, I decided to play the Necromancer as a utility / support / jack of all trades playstyle.
Setup
- Ice Mine.
- Energy Barrage.
- Wall of Fire.
- Fade Step.
- Static Cage.
- Walking Bomb.
- Barrier.
- Mark of the Rift.
Here is the build essentials: http://www.rpg-gamin...23334a42b51b601
Here is the full build: http://www.rpg-gamin...23334a42b51b601
Yes 30 skill points is a lot but you have 5 amulets of power. For those playing on PC, you get back the lost amulets of power using this mod: http://www.nexusmods...tion/mods/455/?
Which means you can be a full on Necromancer by Level 25. Or Level 24 if you are human.
Explanation
Why Ice Mine ? The answer is Ice Armor. Ice Armor is godly in that it gives you 50% damage reduction. The idea is to cast Ice Mine and then standing on it to trigger Ice Armor. If you want, you can upgrade Ice Armor to act both as an excellent debuffer and a good trigger for Ice Armor. Just don't use friendly fire.
Energy Barrage is a must have for all mage build so no point in explaining that.
Wall of Fire does everything Horror does, only better. Wall of Fire does fire damage in a large area of effect, it triggers the fear / panic effect, it does good damage over time and it does all this with a low mana cost.
Fade Step is the mobility tool to dodge away and to deal ice damage. I upgrade this because Ice Mine, despite its usefulness, does not do any damage and is primary used to trigger Ice Armor and protect the Inquisitor.
Static Cage is the non-Rift Mage version of Pull of the Abyss. It has a large radius, it paralyzes enemies that try to leave it and when upgraded it does damage in a way that synchronizes really well with other damage over time spells.
Walking Bomb is the only good Necromancer spell across all difficulties. In fact, I would say that the right side of the Necromancer tree is far superior to the left one due to the presence of Simulacrum which defines the Necromancer specialization and Blinding Terror which is an excellent debuffing passive.
Barrier is, like Energy Barrage, a bread and butter spell for mages. Not having it is like Rogues not having Stealth. If you can, pick up Rejuvenating Barrier and Peaceful Aura.
I find that Mark of the Rift to be a far superior Focus ability to Haste. Many would ditch Focus abilities but I keep Mark of the Rift because to me it is like the Inquisitor's version of Fus Ro Dah. It is a signature ability from the Inquisitor defining feature (the Mark) that you get early on in the game and it works on mostly everything and does not require you to spend any points. Yes, this is sentimental but I don't care.
Edit: Do not pick up the Guardian Spirit passive as a Necromancer. It bugs out with Simulacrum which prevents you from using the Necromancer to its fullest potential. Thanks ottffsse !
Like others have echoed, get drain life enchantments on your staff in order to take full use of the Simulacrum passive. Additionally, try to find some fade touched materials or enchantments to boost your magicka or magicka regeneration in some way.
Conclusion
This build to me is the perfect offensive support mage. That sounds like an oxymoron but with this build you can tank, you cannot die, you can dish out decent damage, you are mobile, you have AOE, you have DOT, you have CC and you can deal all types of elemental damage. The only real concern is mana regeneration management.





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